REGISTER_GOAL(GOAL_Skeleton_Beast295000_Battle, "Skeleton_Beast295000Battle") local Att3000_Dist_min = 0 local Att3000_Dist_max = 2.2 local Att3001_Dist_min = 0 local Att3001_Dist_max = 2.9 local Att3002_Dist_min = 0 local Att3002_Dist_max = 2.7 local Att3003_Dist_min = 0 local Att3003_Dist_max = 6.1 local Att3004_Dist_min = 4.8 local Att3004_Dist_max = 6.1 local Att3005_Dist_min = 9 local Att3005_Dist_max = 10.7 local Att3006_Dist_min = 0 local Att3006_Dist_max = 5.8 REGISTER_GOAL_NO_UPDATE(GOAL_Skeleton_Beast295000_Battle, 1) Att3000_Dist_min = Att3002_Dist_max Att3000_Dist_min = Att3000_Dist_max Att3000_Dist_min = Att3003_Dist_max function Skeleton_Beast295000Battle_Activate(ai, goal) local actPerArr = {} local actFuncArr = {} local defFuncParamTbl = {} Common_Clear_Param(actPerArr, actFuncArr, defFuncParamTbl) local targetDist = ai:GetDist(TARGET_ENE_0) if 9 <= targetDist then actPerArr[1] = 15 actPerArr[2] = 15 actPerArr[3] = 45 actPerArr[5] = 25 actPerArr[6] = 0 elseif 4 <= targetDist then actPerArr[1] = 25 actPerArr[2] = 25 actPerArr[3] = 25 actPerArr[5] = 10 actPerArr[6] = 15 elseif 2.5 <= targetDist then actPerArr[1] = 40 actPerArr[2] = 30 actPerArr[3] = 10 actPerArr[5] = 0 actPerArr[6] = 20 else actPerArr[1] = 30 actPerArr[2] = 50 actPerArr[3] = 10 actPerArr[5] = 0 actPerArr[6] = 10 end local local0 = {Att3002_Dist_max, 0, 3002, DIST_Near} defFuncParamTbl[1] = local0 local0 = {Att3000_Dist_max, 0, 40, 60, 3000, 3001, 3000, nil} defFuncParamTbl[2] = local0 local0 = {Att3003_Dist_max, 0, 3003, DIST_Middle} defFuncParamTbl[3] = local0 actFuncArr[5] = REGIST_FUNC(ai, goal, Skeleton_Beast295000_Act05) actFuncArr[6] = REGIST_FUNC(ai, goal, Skeleton_Beast295000_Act06) local atkAfterFunc = REGIST_FUNC(ai, goal, Skeleton_Beast295000_ActAfter_AdjustSpace, atkAfterOddsTbl) Common_Battle_Activate(ai, goal, actPerArr, actFuncArr, atkAfterFunc, defFuncParamTbl) return end Att3000_Dist_min = Att3005_Dist_min Att3000_Dist_min = Att3005_Dist_max Att3000_Dist_min = Att3004_Dist_max function Skeleton_Beast295000_Act05(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local fate = ai:GetRandam_Int(1, 100) local fate2 = ai:GetRandam_Int(1, 100) if Att3005_Dist_min <= targetDist and fate <= 40 then local AppDist = Att3005_Dist_max local DashDist = Att3005_Dist_max + 2 local Odds_Guard = 0 local AttID = 3005 local AttDist = DIST_Middle Approach_and_Attack_Act(ai, goal, AppDist, DashDist, Odds_Guard, AttID, AttDist) else local AppDist = Att3004_Dist_max local DashDist = Att3004_Dist_max + 2 local Odds_Guard = 0 local AttID = 3004 local AttDist = DIST_Middle Approach_and_Attack_Act(ai, goal, AppDist, DashDist, Odds_Guard, AttID, AttDist) end GetWellSpace_Odds = 100 return GetWellSpace_Odds end Att3000_Dist_min = Att3006_Dist_max function Skeleton_Beast295000_Act06(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local fate = ai:GetRandam_Int(1, 100) local fate2 = ai:GetRandam_Int(1, 100) local AppDist = Att3006_Dist_max local DashDist = Att3006_Dist_max + 2 local Odds_Guard = 0 local AttID = 3006 local AttDist = DIST_Middle Approach_and_Attack_Act(ai, goal, AppDist, DashDist, Odds_Guard, AttID, AttDist) GetWellSpace_Odds = 100 return GetWellSpace_Odds end function Skeleton_Beast295000_ActAfter_AdjustSpace(ai, goal, paramTbl) local targetDist = ai:GetDist(TARGET_ENE_0) local fate = ai:GetRandam_Int(1, 100) local fate2 = ai:GetRandam_Int(1, 100) local SpinTime = 0 local SafeDist = 4 if fate > 20 then if fate <= 50 then goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 10, TARGET_ENE_0, 3, TARGET_ENE_0, false, -1) return true elseif fate <= 80 then goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 701, TARGET_ENE_0, SpinTime, AI_DIR_TYPE_B, SafeDist) return true elseif fate2 <= 50 then goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 702, TARGET_ENE_0, SpinTime, AI_DIR_TYPE_L, SafeDist) return true else goal:AddSubGoal(GOAL_COMMON_SpinStep, 5, 703, TARGET_ENE_0, SpinTime, AI_DIR_TYPE_R, SafeDist) return true end else return false end end function Skeleton_Beast295000Battle_Update(ai, goal) return GOAL_RESULT_Continue end function Skeleton_Beast295000Battle_Terminate(ai, goal) return end function Skeleton_Beast295000Battle_Interupt(ai, goal) local distGuardBreak_Act = 3 local oddsGuardBreak_Act = 25 local fate = ai:GetRandam_Int(1, 100) if GuardBreak_Act(ai, goal, distGuardBreak_Act, oddsGuardBreak_Act) then if fate <= 50 then goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3001, TARGET_ENE_0, DIST_Middle, 0) else goal:AddSubGoal(GOAL_COMMON_Attack, 10, 3002, TARGET_ENE_0, DIST_Middle, 0) end return true else return false end end return